During the race against the machine – the questions more the answers: What are the effects of software and automation on the economy? Is technology destroying jobs? Are we facing a future with increased disparity and inequality? How does income inequality effect economic opportunity and innovation in our world? How do we share the wealth that technology creates? How do we create a technological world without greed? How do we work towards a prosperous technological future with human flourishing for all?

Worlding was first popularized by Heidegger (1927) in Being and Time. He turned the noun (world) into the active verb (worlding), a gerundive and generative process of world making, world becoming and (as he puts it) world “bringing-near.”

For Heidegger, worlding is always meaning giving and already ongoing (i.e. never not worlding). Worlding is how we experience a world as familiar and is a determination of Dasein’s being (wherein the world belongs to Dasein’s existential constitution).

Bringing Classroom Learning To Life through VR

How might educational VR experiences be designed to create powerful, accessible, and personal learning opportunities in K-12 classrooms?

Introducing Oculus Medium a virtual sculpting tool that allows you to access various sculpting tools and manipulate clay-like material into different sizes, shapes, textures, and colors to magically create anything you can imagine. Users can easily interact together and share their creative process with other people in the same virtual environment.

Introducing Microsoft HoloLens where VR technology becomes more personal and can adapt to the ways humans communicate, learn, and create. Holograms can improve the way we do everyday activities, and enable us to do things we’ve never done before.

For education, HoloLens can help to make incredible leaps forward in productivity, collaboration, and innovation. See how VR transforms the way Case Western Reserve University teaches anatomy and transforms our understanding of the human body.

Watch as 30 high school girls try out the HoloLens device during a Holographic Academy developer education session at DigiGirlz, a Microsoft YouthSpark program that helps girls and young women learn about careers in technology.

Google Expeditions is a VR platform designed to bring classroom lessons to life. Google worked with teachers and content partners from around the world to create more than 100 immersive virtual journeys. With Expeditions, teachers can take students on field trips to places that school busses can’t go.

Learners can explore the bottom of the sea or the surface of Mars in an afternoon, visit London’s Buckingham Palace, and experience the Great Barrier Reef off of the Australian coast. Learners can take a tour of the Solar System and a VR expedition to Mars, followed by a high-speed ride on a roller coater through the jungle and an interstellar ride through a wormhole on a cosmic roller coaster!